Search found 433 matches
- Wed Sep 02, 2015 6:45 pm
- Forum: SNESdev
- Topic: bsnes-plus and xkas-plus (new debugger and assembler)
- Replies: 210
- Views: 196726
Re: bsnes-plus and xkas-plus (new debugger and assembler)
Thanks, I was looking in the settings for controller port 1. I didn't realize the light guns had to be in port 2. Does BSNES support the super scope as an input? bsnes supports the SNES Mouse, the Super Scope, the Justifiers (the paired lightguns used by Lethal Enforcers) and the Super Multitap. I ...
- Wed Sep 02, 2015 4:37 pm
- Forum: SNESdev
- Topic: bsnes-plus and xkas-plus (new debugger and assembler)
- Replies: 210
- Views: 196726
Re: bsnes-plus and xkas-plus (new debugger and assembler)
Does BSNES support the super scope as an input? bsnes supports the SNES Mouse, the Super Scope, the Justifiers (the paired lightguns used by Lethal Enforcers) and the Super Multitap. I have some degree of interest in adding support in bsnes-classic for more controller port peripherals, particularly...
- Mon Aug 31, 2015 3:18 pm
- Forum: SNESdev
- Topic: SNES register sizing schemes (65816 M and X)
- Replies: 28
- Views: 7235
Re: SNES register sizing schemes (65816 M and X)
This makes no sense to me. What makes no sense ? 1) Does the words I've written make no sense 2) Does the concept of not wanting to ever change register sizes makes no sense 3) Does the concept that I wrote about make no sense (i.e. there is plenty reasons to have a 8-bit accumulator with 16-bit in...
- Sat Aug 29, 2015 9:33 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57437
Re: Enjoying your froyo?
I'm assuming you mean Street Fighter 2? Honestly, after learning more about the SNES and looking at the arcade version of Street Fighter Alpha 2 again, there are so many things that I'd have no clue what to do in trying to port it over. One major thing I saw was a 4bpp BG3, (Street Fighter 2 really...
- Thu Aug 27, 2015 5:29 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57437
Re: Enjoying your froyo?
What I don't get is how they managed to get Street Fighter Alpha 2 to hang for multiple seconds before every fight. Even with a 224-line active display, which they are not using, the SNES should be able to fill all of its memory (VRAM, WRAM, audio RAM) in a little over half a second. There's no SRA...
- Sun Aug 23, 2015 3:12 am
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57437
Re: SNES Tilemap Editor?
a single CPU cycle takes from 1.5 to 2 pixels worth of time to execute How is it "1.5 to 2"? Don't all cycles take the exact same amount of time? Or is it really like all cycles take 1.75 pixels or something? Also though, if you're using a fast expansion chip, you shouldn't have to worry ...
- Sun Aug 23, 2015 2:46 am
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57437
Re: SNES Tilemap Editor?
This one is rare. As far as I know, mid-scanline BGMODE switching has been done only three times in the history of the SNES - once in a cracktro for Bubsy 2 done by Anthrox in 1994, once in a menu test screen for the RPG Ramsis is working on, and once (well, a few times) in my preliminary work on t...
- Sat Aug 22, 2015 9:55 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57437
Re: SNES Tilemap Editor?
BG2 in EXTBG is literally the same data as BG1. No extra reading required. Oh, I get it now. Wouldn't that mean that you can only use 128 colors, or is it like BG 1 takes colors 0-127, and BG2 takes colors 128-255? Anyway though, couldn't they have implemented this just as easily on any other mode?...
- Sat Aug 22, 2015 9:32 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57437
Re: SNES Tilemap Editor?
The nice part about the VRAM gate is that it's got one 8-bit register for each VRAM chip (at least, I'm pretty sure that's how the split works), and you can set it to increment the word address (by 1, 32, or 128) with a write to either one. This means that for Mode 7, you can use a single DMA trans...
- Thu Aug 06, 2015 9:38 am
- Forum: SNESdev
- Topic: BGMODE or parameter changes during scanline
- Replies: 123
- Views: 36243
Re: BGMODE or parameter changes during scanline
Why doesn't it just refresh the RAM on "IO" (internal operation) cycles, which I understand to be cycles when the 65816 is pulling neither /RD nor /WR low, and insert a refresh pause only if there hasn't been an IO in a while? Was that logic too hard for N to implement compared to stealin...
- Sat Aug 01, 2015 4:19 pm
- Forum: SNESdev
- Topic: How are sprites rendered on the SNES?
- Replies: 17
- Views: 5573
Re: How are sprites rendered on the SNES?
So what you're saying is that with the SNES, it devotes half of the time (hblank) to generating sprites, and the other half (active display) generating BGs, but on these arcade systems, both hblank and active display are spent on both BGs and sprites, it's just that there are more busses? I almost ...
- Sat Aug 01, 2015 2:20 pm
- Forum: SNESdev
- Topic: How are sprites rendered on the SNES?
- Replies: 17
- Views: 5573
Re: How are sprites rendered on the SNES?
I mean like I'm sure you're aware that these "slivers" are 8x8 and that a 16x16 sized sprite is made of 2, but if we designed our own fantasy hardware around the SNES (but would still be about as expensive) where we instead used 16x16 sized slivers and got rid of 8x8 sized sprites, would ...
- Tue Jul 28, 2015 1:07 pm
- Forum: SNESdev
- Topic: Direct page issues...
- Replies: 39
- Views: 8017
Re: Direct page issues...
However, on that last part AWJ mentioned dp addresses all of bank 0...well then, if I have my data stored at offset $1000 (still in WRAM) and I transfer that to the page register, and alter the data @ that offset, in bank 0, will the WRAM in banks $00-$3F be altered immediately, as well as $7F, or ...
- Tue Jul 28, 2015 12:08 am
- Forum: SNESdev
- Topic: Direct page issues...
- Replies: 39
- Views: 8017
Re: Direct page issues...
I hope someone sees this, because yet again, the official documentation isn't clear You're suffering from a fundamental misunderstanding. Direct page is limited to accessing the first 64K of the CPU address space. Not the first 64K of RAM, not the first 64K of ROM, but the first 64K of the address ...
- Fri Jul 03, 2015 1:47 pm
- Forum: SNESdev
- Topic: 65816 RMW instructions write back MSB first?? (ATTN: byuu)
- Replies: 4
- Views: 1774
65816 RMW instructions write back MSB first?? (ATTN: byuu)
I was just looking at the source code of bsnes's 65816 and I noticed something that surprised me a little: RMW instructions (inc, asl, etc.) in 16 bit mode apparently write back the high byte of the result first (unlike 16 bit STA/STX/STY, but like 16 bit stack pushes) Is this documented somewhere o...